Samira is a Bottom lane champion released on September 21, 2020. Classified as both Marksman and Assassin (legacy), she plays exclusively in the Bottom lane. She is Ranged with 500 attack range, adaptive type Physical, and uses Mana. Missile speed: 2800. Base MS: 335.
Last changed patch V26.04. Store price: 1575 BE / 790 RP – notably cheaper than most champions. Samira’s design is fundamentally different from every other ADC in the game. She is the only Marksman whose optimal damage requires being within 200 units of the target (melee range) for blade attacks, whose primary defensive tool destroys projectiles, and whose ultimate costs Style stacks rather than mana or a conventional resource. She is simultaneously the most aggressive and most mechanical ADC in the role.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 630 | 2753.82 |
| Mana (MP) | 349 | 1096.27 |
| HP5 | 3.25 | 14.07 |
| MP5 | 8.2 | 21.97 |
| Armor (AR) | 26 | 118.43 |
| Attack Damage (AD) | 57 | 116 |
| Magic Resist (MR) | 30 | 55.56 |
| Movement Speed (MS) | 335 | 335 + Style bonuses |
| Attack Range | 500 (Ranged) / 200 (Blade melee) | 500 fixed |
| Missile Speed | 2800 | — |
| Base AS | 0.658 | Windup%: 15% / Bonus AS: 0–64.89% |
| Crit. DMG | 200% | 200% |
💡 Key Note – Dual Attack Range: Samira has two distinct combat modes depending on distance. At 500+ range she uses her gun as a standard ranged attacker. Within 200 units she uses her blade – non-projectile attacks that cannot be blocked by Wind Wall, spell shields, or Samira’s own Blade Whirl. The blade mode also adds missing-health scaling magic damage on every hit. Understanding that 200 units is roughly inside melee range is critical to maximizing her damage output.
Passive: Daredevil Impulse – The Style System
INNATE – Style Stack Generation: Samira’s damaging basic attacks and abilities against at least one enemy champion unique from the previous damaging hit generate a stack of Style for 6 seconds, refreshing on subsequent unique or non-unique hits, stacking up to 6 times.
| Style Grade | Stacks | Bonus Movement Speed (based on level) | Inferno Trigger |
| F | 0 | 0% | Locked |
| D | 1 | 2.75% / 3% / 3.25% / 3.5% | Locked |
| C | 2 | 5.5% / 6% / 6.5% / 7% | Locked |
| B | 3 | 8.25% / 9% / 9.75% / 10.5% | Locked |
| A | 4–5 | 11% / 12% / 13% / 14% → 13.75% / 15% / 16.25% / 17.5% | Locked |
| S | 6 | 16.5% / 18% / 19.5% / 21% (maximum) | UNLOCKED |
INNATE – Blade Mode (within 200 units): Samira’s basic attacks against targets within 200 units use her blade, becoming non-projectile. Blade attacks, Blade Whirl, Wild Rush, and the slash/explosives of Flair deal 2–21 (based on level)(+3.5%–11.32% AD) bonus magic damage, increased by 0%–100% based on the target’s missing health, up to 4–42 (+7%–22.65% AD) at 0 HP.
INNATE – Immobilized Target Empowered Attack: Samira’s basic attack against an immobilized target is empowered to have an uncancellable windup and fire 6 bolts over 0.5 seconds, each dealing 17% AD physical damage and applying life steal. If the target is a monster or is airborne, the attack also knocks them up for 0.5 seconds. The empowered attack resets Samira’s basic attack timer and cannot occur on the same target more than once every few seconds.
💡 Style Stack Priority – Why Every Hit Must Be Unique: Style stacks require hitting a different champion from the previous hit. Spamming autos on the same target generates zero additional stacks. In teamfights, Samira should be bouncing between targets with E dashes, Q shots, and auto-attacks to maximize stack generation speed. Hitting 6 different ability-auto combinations across multiple targets generates stacks far faster than a single-target focus. The 6-stack S-grade state with 21% bonus movement speed and Inferno Trigger access is the goal of every Samira engage sequence.
⚠️ Immobilized Target Interaction: Samira’s 6-bolt empowered auto on immobilized targets applies life steal on all 6 bolts. Against a CC’d target, this is simultaneously burst damage and a significant heal. In 2v2 bot lane, coordinate with CC supports (Nautilus, Thresh, Leona) to guarantee the 6-bolt window whenever possible.
Q: Flair
Cost: 30 Mana | CD: 6/5/4/3/2 sec | Cast Time: 0.25 | Target Range: 340 | Range: 950/400 | Width: 120/130 | Angle: 100° | Speed: 2600
ACTIVE: Samira fires a shot in the target direction that deals physical damage to the first enemy hit.
BLADE MODE (enemy in front within melee range): Samira slashes with her blade in a 100° cone, dealing the same damage to all enemies hit. Non-projectile.
WILD RUSH INTERACTION: If Flair is cast during Wild Rush, Samira deploys explosives in her wake that detonate upon end of the dash, dealing the same damage to enemies hit.
| Parameter | Value |
| Physical Damage | 0/5/10/15/20 (+110% AD) |
| Crit Modifier | (150% + 15%) damage |
| Life Steal | 100% effectiveness |
| Ranged Mode | Single-target projectile at 950 range |
| Blade Mode | 100° cone AoE, non-projectile, triggers blade bonus magic damage |
| Wild Rush Explosives | Same damage, detonates at end of dash, hits enemies along path |
💡 Pro Tip – Q During Wild Rush: Flair cast during Wild Rush deploys explosives in Samira’s dash wake that deal damage across the entire dash path. Q → E → explosives detonate at end = Samira has dealt Q damage to every enemy she passed through during the dash, in addition to Wild Rush’s own magic damage. This combination is Samira’s primary AoE engage in teamfights and the first thing to practice after basic kit mechanics.
⚠️ Note on Q Level 1: Q at rank 1 deals 0 base damage and scales purely on AD (+110%). This is intentional – at level 1 with 57 base AD, Q deals approximately 63 physical damage regardless of rank. The base damage per rank increase is marginal (5 per rank) – Q value is almost entirely from AD scaling, not ability rank. Max Q last if split-pushing; max first for teamfight poke.
W: Blade Whirl
Cost: 60 Mana | CD: 30/28/26/24/22 sec | Cast Time: 0.1 | Effect Radius: 325
ACTIVE: Samira spins her blade over 0.75 seconds, destroying all hostile non-turret projectiles within the area for the duration. Samira slashes twice during Blade Whirl, each dealing physical damage to all nearby enemies. The first slash occurs immediately and the second occurs after the 0.75-second duration. Samira cannot basic attack nor cast Flair during Blade Whirl. Casting Inferno Trigger will end Blade Whirl early.
| Parameter | Value |
| Physical Damage Per Hit | 20/35/50/65/80 (+50% bonus AD) |
| Total Physical Damage (2 hits) | 40/70/100/130/160 (+100% bonus AD) |
| Duration | 0.75 seconds |
| Projectile Destruction | ALL hostile non-turret projectiles in 325 radius for 0.75 seconds |
| Lockout | Cannot basic attack or cast Flair during Blade Whirl |
| Inferno Trigger Interaction | Casting R ends Blade Whirl early (W second slash skipped) |
💡 Pro Tip – Projectile Block Value: Blade Whirl doesn’t just block the next projectile – it blocks every projectile in a 325-radius area for the full 0.75 seconds. Against a full enemy team with ranged abilities, a well-timed W in a teamfight can negate Ezreal Q, Caitlyn Q, Ashe W, Jhin W, Varus Q, and any support CC projectile simultaneously. The 325 radius is large enough to cover multiple nearby allies. Used proactively at the moment of a skill-shot volley, W is one of the most impactful defensive plays in the ADC role.
⚠️ What W Does NOT Block:
- Turret shots – specifically exempt from destruction
- Ground-targeted AoE abilities (Annie W, Morgana W, Lux E detonation) – these are not projectiles
- Non-projectile melee attacks and on-hit effects
- Abilities that apply instantly on cast without a physical projectile traveling
E: Wild Rush
Cost: 40 Mana | CD: 20/18/16/14/12 sec | Cast Time: None | Target Range: 600 | Range: 650/800/-150 | Width: 300 | Speed: 1600
ACTIVE: Samira dashes a fixed distance in the direction of the target enemy or structure, dealing magic damage to enemies she passes through. She also gains bonus attack speed for 5 seconds. Scoring a takedown against an enemy champion within 3 seconds of damaging them resets Wild Rush’s cooldown. Flair and Inferno Trigger can be cast during the dash. Casting Blade Whirl will buffer it to cast at the end of the dash.
| Parameter | Value |
| Magic Damage | 50/60/70/80/90 (+20% bonus AD) |
| Bonus Attack Speed | 20/25/30/35/40% for 5 seconds |
| Takedown Reset | Resets Wild Rush cooldown within 3 seconds of damaging target |
| Target | Enemy champion or structure (turret, inhibitor, nexus) |
| Cast During Dash | Flair (deploys wake explosives) and Inferno Trigger allowed |
| Blade Whirl Buffer | W activates at end of dash if cast mid-dash |
💡 Pro Tip – Takedown Reset Mechanics: Wild Rush’s cooldown resets on any takedown within 3 seconds of dealing damage – kills AND assists. In teamfights, Samira with multiple Wild Rush resets can chain-dash across the entire enemy team, generating Style stacks with each unique target hit. A 5-kill teamfight where Wild Rush resets 4 times means Samira traversed the battlefield 5 times in ~10 seconds. This chain-reset pattern is the foundation of Samira’s legendary pentakill potential and why she is banned in pro play far more frequently than her average win rate would suggest.
⚠️ E Can Target Structures: Wild Rush targets enemy structures – turrets, inhibitors, and the nexus. This creates a gap-close option even when no enemy champion is in range during split-push or siege scenarios. Dashing through a turret while attacking it is also a valid pattern to generate Style stacks during objective fights.
R: Inferno Trigger (Ultimate)
Cost: 6 Style stacks | Cast Time: None | Static CD: 5 sec | Effect Radius: 600 | Queue Threshold: 0.5
ACTIVE: Samira unleashes a torrent of shots for 2.277 seconds, reducing her movement speed by 30% and rapidly shooting at nearby enemies over 2.013 seconds at 0.2-second intervals (up to 10 times per enemy), dealing physical damage with each shot, reduced by 75% against minions. This damage is affected by critical strike modifiers and applies life steal at 100% effectiveness.
A nearby visible enemy is required to cast this ability. Targets do not have to be visible to be shot at. Style stacks are consumed at the end of the effect. Samira cannot basic attack nor cast Flair and Blade Whirl during Inferno Trigger, but she can still move. Inferno Trigger ends prematurely if Samira is affected by any cast-inhibiting crowd control or disarm. Inferno Trigger cannot be cast while Samira is disarmed.
| Parameter | Value |
| Physical Damage Per Shot | 20/40/60 (+30% AD) |
| Max Shots Per Enemy | 10 (over 2.013 seconds, every 0.2 seconds) |
| Total Max Damage Per Target (10 shots) | 200/400/600 (+300% AD) |
| Minion Damage Per Shot | 5/10/15 (+7.5% AD) (75% reduced) |
| Duration | 2.277 seconds |
| Movement Speed Penalty | -30% during channel |
| Crit Modifier | Applies to every shot |
| Life Steal | 100% effectiveness per shot |
| Cancellation Conditions | Cast-inhibiting CC, disarm, or being disarmed prevents cast |
| Style Cost | 6 stacks consumed at END of effect (not start) |
💡 The Most Important Inferno Trigger Fact: At rank 3 with 300% crit chance converted through items (100% crit = 150% crit multiplier + 15% from Flair pattern), each of the 10 shots crits. At 350 bonus AD with 100% crit, each shot deals approximately: (60 + 30% × 350) × 2.15 crit multiplier = (60 + 105) × 2.15 = 354 damage per shot × 10 shots = 3540 physical damage per target in 2 seconds. Against a single enemy ADC with 1800 HP, this is a guaranteed one-target kill per Inferno Trigger cast at full build. Against multiple targets in the 600-radius, each receives 10 shots independently.
⚠️ Inferno Trigger Cancellation Warning: Any cast-inhibiting CC immediately ends Inferno Trigger. Stuns, suppressions, and silences cut the channel short. Disarm also prevents the cast entirely. Against teams with reliable mid-channel CC (Zed ult, Lissandra R, Malzahar R), wait for their CC to be spent on another target before activating R. Using Blade Whirl immediately before R to destroy incoming CC projectiles is the standard play pattern.
⚡ Style Stack Generation Guide
Generating 6 Style stacks quickly requires hitting multiple unique targets in rapid succession. The fastest reliable methods:
| Method | Stacks Generated | Notes |
| Auto-attack unique champion | 1 per unique champion hit | Same target generates 0 new stacks |
| Flair (Q) hits unique champion | 1 per unique champion | Ranged or blade mode both generate |
| Wild Rush (E) passes through | 1 per unique champion passed | Most efficient multi-stack tool in teamfights |
| Blade Whirl (W) hits | 1 per unique champion hit | 325 radius in teamfight can hit multiple |
| Immobilized target 6-bolt auto | 1 (same as normal auto) | Damage much higher but same stack count |
💡 The Fastest 6-Stack Sequence in Teamfights: E through 2 enemies (2 stacks) → Q on a third (3 stacks) → auto 4th enemy (4 stacks) → auto 5th enemy (5 stacks) → Q or auto any enemy (6 stacks, Inferno Trigger available). In a 5v5 with 5 unique targets, 6 stacks are achievable in under 3 seconds if Samira is dashing through clustered enemies. The key is never auto-attacking the same target twice consecutively when other enemies are in range.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1–6)
- Safe Early Laning: Samira’s HP5 (3.25) is among the lowest in the ADC pool. She cannot sustain through early poke the way Ezreal or Sivir can. Play conservatively in lane until a support with CC locks down an enemy – then commit to the 6-bolt empowered auto for the full damage and lifesteal burst. Don’t int-trade into poke champions before level 6.
- W as Poke Denial: Against poke-heavy bot lanes (Caitlyn, Jhin, Senna), Blade Whirl’s projectile destruction negates skill-shot poke entirely. The 22-second cooldown at rank 1 is long, so use it only against the highest-damage incoming poke, not as a reflex counter to every ability.
- E + Q Explosive Combo Practice: Level 3 with E online: practice the E → Q (during dash) → explosives detonate pattern in-lane. The combined damage of Wild Rush magic + Q explosive is a significant chunk from an unexpected angle. This combo is Samira’s primary level 3 all-in tool.
- Level 6 Inferno Trigger First Use: The first Inferno Trigger at level 6 requires getting to 6 Style stacks in-fight, which takes deliberate setup with a CC support. Build stacks through the engage, activate Inferno Trigger when the enemy is immobilized, and stay in the 600 radius for the full 2.277 seconds. Don’t use R prematurely at 3–4 stacks – wait for S-grade.
Mid Game (Levels 7–13)
- Roam to Stack Trophies via Skirmishes: Wild Rush’s takedown reset makes Samira one of the best roaming ADCs for skirmish scenarios. After pushing the bot wave, E through a mid-lane fight, generate stacks off multiple unique targets, and Inferno Trigger immediately. The chain resets create snowball windows unavailable to standard ADCs.
- Style Stack Planning Pre-Teamfight: Before engaging a major teamfight, build to 3–4 stacks on jungle camps, minions, or objectives if available. Arriving at 4 stacks rather than 0 means only 2 more unique hits are needed before Inferno Trigger. This pre-loading strategy reduces the stack-generation burden during the fight itself.
- Blade Whirl as Crowd Control Absorption: Against teamfight compositions with heavy CC projectiles (Morgana binding, Ashe arrow, Orianna ball), Blade Whirl timed at the apex of a teamfight cancels the CC that would interrupt Inferno Trigger. The pattern: W → enter fight → generate stacks → R. The W absorbs the CC aimed at stopping R before it even begins.
Late Game (Level 14+)
- 100% Crit + Inferno Trigger = Execute: At full crit build (100% crit chance), every shot in Inferno Trigger crits. Against a single squishy target, the 10-shot barrage with full crit is lethal regardless of their HP total. The critical question is not ‘can Samira kill this target’ but ‘can Samira get to 6 stacks before being focused.’ Positioning during the stack-generation phase determines everything.
- E Chain Reset Exploitation: In late-game teamfights where the enemy team clusters, a single Inferno Trigger is often not the final play. After R ends, Wild Rush is still available if it wasn’t used during R. Post-R cleanup with chain Wild Rush resets off kills turns a 5v5 teamfight into a 1v4 where Samira is regenerating HP through life steal on 10-shot crits per remaining target.
- Positioning During Inferno Trigger: The 30% movement speed reduction during R means Samira cannot evade damage. Active movement during the 2.277 seconds – walking toward the lowest-HP target, staying in range of multiple enemies – maximizes damage while reducing the incoming burst window. Never stand still during R; always move toward the next killable target.
⚔️ Core Combo Guide
- Standard 2v2 Lane All-In: Support CC → Samira 6-bolt empowered auto (immobilized proc) → Q (blade slash if within 200 units) → E through target → Q explosive during E → generate remaining stacks → Inferno Trigger at 6 stacks
- Teamfight Stack Generation + R: E through 2 enemies (+2 stacks) → Q on 3rd target (+3) → W to destroy incoming CC projectiles → auto 4th (+4) → auto 5th (+5) → Q or E to 6th (+6) → R immediately → active movement during R to maximize DPS on multiple targets
- Pre-Stacked Engage: Build 4 stacks on camps/minions → E into teamfight (5) → Q during E on unique target (6) → immediate R → W during R if needed to block CC
- Chain Kill Reset Pattern: R (first kill resets E) → E to next target (6-bolt if CC active) → Q (generates stack for next R) → build back to 6 stacks on remaining targets → second R
❌ Common Mistakes and How to Avoid Them
- Auto-Attacking the Same Target Repeatedly: Hitting the same champion twice in a row generates zero additional Style stacks. Every duplicate auto in a teamfight is a missed stack. Rotate between unique targets for every auto and Q during the stack-generation phase. This habit is the primary mechanic separating good Samira from average Samira.
- Activating Inferno Trigger Too Early: Using R at 4–5 stacks deals 60–75% of full R damage. Waiting for the sixth stack takes 1–2 more ability casts. The damage differential at full build between 5-stack R and 6-stack R (plus the 5-second static CD before R becomes available again) means patience for the sixth stack is always correct unless the kill is guaranteed at 5 stacks.
- Standing Still During Inferno Trigger: The 30% MS reduction during R doesn’t eliminate movement. Standing completely still during R means maximum incoming damage from the focused enemy team. Walk toward low-HP targets during R to stay in range of multiple enemies while keeping them within the 600-unit radius.
- Using Blade Whirl Reactively After CC Lands: W destroys projectiles that are in flight – it doesn’t cleanse CC that has already landed. Using W after being rooted does nothing. The correct timing is W when the CC projectile is visually in the air traveling toward Samira, not after the CC animation has completed.
- Ignoring Blade Mode Damage: Many Samira players stay at 500 range and treat her as a standard ADC. Blade mode within 200 units adds significant missing-health scaling magic damage to every hit. Against low-HP targets, closing to blade range during the kill window dramatically increases per-hit damage. The non-projectile property also makes blade attacks immune to Wind Wall and Morgana Black Shield.
⚙️ Recommended Build and Itemization
Core Items
- Kraken Slayer / Trinity Force: Kraken Slayer for armor-stacking comps – the true damage on every third attack cuts through tank itemization that would otherwise reduce Inferno Trigger’s physical damage by 60–70%. Trinity Force for early AD-scaling burst and Spellblade procs on Q casts.
- Infinity Edge: 100% crit turns Inferno Trigger into a guaranteed 10-shot crit barrage. Every shot in R benefits from IE’s crit multiplier. With Samira’s inherent (150% + 15%) crit modifier on Flair, IE amplifies the already-elevated crit damage further. Mandatory for the full damage fantasy.
- Navori Flickerblade (or Phantom Dancer): Navori’s ability haste on crit reduces Q, W, and E cooldowns in-fight, enabling faster stack generation and faster Blade Whirl availability between Inferno Triggers. Phantom Dancer for the survivability passive and ghost effect for mobility during R’s 30% MS reduction.
Situational Items
- Mortal Reminder: Against heavy healing compositions (Yuumi, Soraka, Aatrox, Sylas). Samira’s rapid hits during R apply Grievous Wounds to every target hit. 10 shots per target at 40% GW reduces healing by a massive amount over the 2-second channel.
- Bloodthirster: The overshield from Bloodthirster provides a buffer entering teamfights that can absorb poke damage during the stack-generation phase. Life steal from Inferno Trigger’s 10 shots fills the shield rapidly during R.
- Guardian Angel: Revive passive during R or immediately after. GA activating while Samira has Wild Rush reset charges means she can potentially continue the chain-kill sequence after revive. The AD also amplifies Q and R damage.
⚔️ Counter Picks & Matchups
✅ Samira Counters
1. Jhin – Four Shots (4-shot mechanic) makes sustained auto-attack trading into Samira’s favor. Jhin’s immobile positioning during Curtain Call (R) is a guaranteed Samira dash target with 6-bolt proc available. Jhin’s long auto-attack reload is exploitable during Inferno Trigger’s 2-second duration.
2. Ezreal – Arcane Shift (E) provides mobility but doesn’t prevent Samira’s Wild Rush chase. Ezreal’s pure poke pattern has no burst window to outdamage Samira’s all-in when she reaches 6 stacks. Blade Whirl absorbs Mystic Shot at range, denying Ezreal’s primary poke tool.
3. Kog’Maw – No mobility. Wild Rush freely reaches Kog’Maw through his team, and his Living Artillery (R) poke is a projectile fully destroyed by Blade Whirl. Inferno Trigger in Kog’Maw’s range at 6 stacks is guaranteed death due to his low HP and zero escapes.
❌ Samira is Countered By
1. Yasuo / Yone – Wind Wall (Yasuo) physically blocks Samira’s ranged Q and prevents her from building stacks at distance. Yone’s self-sustain and dash kit creates dueling windows where Samira cannot safely generate stacks. Both champions can engage before Samira reaches S-grade, preventing Inferno Trigger from being the fight-decider.
2. Caitlyn – 650 base attack range vs Samira’s 500 creates a range disadvantage in laning phase. Caitlyn’s Yordle Snap Trap (W) immobilizes Samira – but unlike most CC, it gives Caitlyn the empowered headshot before Samira can utilize the 6-bolt counter-proc. Piltover Peacemaker (Q) poke at range safely avoids Blade Whirl’s 325 radius.
3. Zed – Death Mark’s burst happens faster than Samira can reach 6 stacks in a 1v1 scenario. Living Shadow repositioning prevents reliable Wild Rush landing. Shadow Slash slow interrupts Samira’s approach before she can close to blade range. Against skilled Zed players, the burst-before-stacks timing consistently beats Samira’s stack-generation requirement.
FAQ
Q: How many Style stacks does Inferno Trigger require?
A: Exactly 6 – reaching S-grade (the maximum). The stacks are consumed at the end of Inferno Trigger, not at the start. This means Samira retains her stack bonuses (movement speed) for the entire duration of R and only loses them after the 2.277 seconds complete.
Q: Does Blade Whirl block Yasuo’s Wind Wall?
A: No. Wind Wall is a deployable structure, not a projectile. Blade Whirl destroys hostile projectiles – it has no interaction with Wind Wall itself. However, Samira’s blade attacks within 200 units are non-projectile, meaning they pass through Wind Wall completely unimpeded. Closing to blade range bypasses Wind Wall as a counter.
Q: What is the best support pairing for Samira?
A: CC-heavy engage supports that reliably immobilize targets: Nautilus, Thresh, Leona, Alistar. The 6-bolt empowered auto on immobilized targets is Samira’s highest single-hit damage moment and the primary reason she pairs best with CC rather than healing supports. Nautilus hook + Samira 6-bolt + Inferno Trigger is one of the cleanest 2v2 kill patterns in the ADC role.
Q: Can Wild Rush reset multiple times in a teamfight?
A: Yes, unlimited times. Every takedown (kill or assist) within 3 seconds of damaging a champion resets Wild Rush’s cooldown. In a 5v5 where Samira assists on all 5 kills, she can dash 5 times in rapid succession. This is the mechanical basis of her multi-kill potential and why Wild Rush management (saving vs spending) is one of the most important micro decisions in teamfights.
Q: Is Samira viable for beginners?
A: Samira has a steep learning curve due to the Style stack management, projectile blocking timing, and Wild Rush reset decision-making. She is powerful when mastered but one of the least forgiving ADCs when played without game knowledge. The HP5 (3.25) and low base armor (26) punish positioning mistakes immediately. Recommended after comfortable experience with at least one standard ADC.